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Cruise and fire!
—Dreadnought

The Dreadnought is a capital warship used by the Soviet navy except Russia, who uses the Akula Missile Sub instead (but not in the campaign), for long-range naval bombardment with its ballistic missiles.

Official description

Dreadnoughts are the main command ships of the Soviet Navy. Easily able to lay waste to shore targets with their high-yield ballistic missiles, Dreadnoughts played an integral role in the initial assault on the United States. Outfitted with advanced sensors and communication arrays, the Dreadnought is capable of detecting stealthed or submerged enemies. Though its missiles are powerful, they can be shot down with sufficient anti-aircraft defenses. Dreadnoughts are durable, but are very sluggish due to their mass, making them vulnerable to other ships or enemy aircraft.[1]

Overview

The Dreadnought still appears as the Soviet siege ship that does same as in vanilla game. It has higher hit points but also higher cost compared to Allied Aircraft Carrier, although lower than Foehn's Leviathan. It can be said that Dreadnought is an average siege ship.

It is worth mentioning that the Russian siege ship was replaced by Akula Missile Submarine with a hit point higher than Dreadnought. Even if it is not comparable to Russia's Akula Sub, Dreadnought is still indispensable as Latin Confederation and China's siege ship.

Like other siege ships, the missiles launched by Dreadnought are vulnerable to anti-aircraft weapons. Therefore, when using Dreadnought to perform siege operations, it is best to clean up the nearby anti-air navy units, or let all Dreadnoughts fire at the coastal anti-air defense structures first.

In addition, Dreadnought is unable to attack conventional naval units and air forces, so it is necessary to use Typhoon Attack Sub and Seawolf guard it.

Appearances

Act One

Cooperative

Assessment

+
  • Strong siege weapon with incredibly long attack range.
  • Quite durable.
  • Decent reloading rate.
  • Can detect cloaked and submerged units.
  • Longer range and more powerful rockets than those of Scud Launchers.
  • Can self-repair.

  • Very slow-moving.
  • Expensive ($2200) unless an Industrial Plant is built ($1650).
  • Defenseless at close range, due to its large minimum range.
  • Rockets can be shot down by anti-aircraft fire.
  • Rockets are ineffective against fast moving units.
  • Vulnerable to aircraft and anti-ship units.

Behind the scenes

See also

References

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